The present work aims to investigate the notions of subjectivity involved both in the
production and the consumption of computational literature; and also the one that emerges from
the object itself (usually, a text). The first two cases are themselves clear: when Theo Lutz,
under the direction of Max Bense, developed Stochastische Texte, what was missing (pace
Funkhouser, 2007) was not a general project for computational literature, nor the massification
of personal computers that was going to occur three decades later. What was missing then was
the particular subject that was going to be created through that massification. To understand
this, the notion of video game (the vehicle through which computers got into general culture at
first) will be vital. On the other hand, this new subjectivity is not only about a symbiosis with
electronic equipments, about its habituality: on some cases, computational literature requires
also a certain amount of attribution of subjectivity to the device itself, or the event─as an artistic
experience─will fail. In order to understand this, I will present four levels of reading that play a
role when consuming computational literature, in one of which the aforementioned attribution
appears as a necessary condition.